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A Case Study into the Use of Virtual Reality and Gamification in Ophthalmology Training

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Serious Games (JCSG 2017)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 10622))

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Abstract

In collaboration with doctors and medical students a novel ophthalmology training solution based upon virtual reality (VR) and gamification was developed. Fifteen fourth year medical students at Birmingham City Hospital (UK) helped evaluate it. Evaluations were based upon the Technology Acceptance Model and related to how well users learnt to use the app, their satisfaction with it; if it helped them learn ophthalmology and their view on the teaching approach used within it. Responses were rated on a five point Likert scale (completely agreed to completely disagree). Results represent those that agreed or completely agreed with the questions. Students agreed they could easily learn how to use the app (n:14) and it was clear how to use (n:15). The feedback systems supported both this (n:11) as well as learning how to perform eye examinations (n:13). Users felt the app improved their understanding of the processes involved in ophthalmology (n: 14); their ability to recognize main landmarks of the eye (n:14) and abnormalities (n:15). They felt the app would give them confidence to perform eye examinations on patients in future (n:12) and it would increase other students’ confidence too (n: 15). Users found the app enjoyable to use (n:15); would use it in future (n:13) and would like to learn other clinical skills in this way (n:15). A rigorous User-Centred approach has been used to successfully develop a novel ophthalmology training tool. The approach used will help inform others interested in developing VR educational tools.

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Acknowledgements

We would like to thank Sandwell and West Birmingham Hospitals Trust (Birmingham, UK) for supplying the images of the eyes and the information about the pathologies.

Conflict of Interest. The authors declare that they have no conflict of interest.

Virtual Reality App. A demonstration version of the VR app can be requested from the corresponding author.

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Correspondence to Andrew Sean Wilson .

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Wilson, A.S., O’Connor, J., Taylor, L., Carruthers, D. (2017). A Case Study into the Use of Virtual Reality and Gamification in Ophthalmology Training. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds) Serious Games. JCSG 2017. Lecture Notes in Computer Science(), vol 10622. Springer, Cham. https://doi.org/10.1007/978-3-319-70111-0_15

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  • DOI: https://doi.org/10.1007/978-3-319-70111-0_15

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-70110-3

  • Online ISBN: 978-3-319-70111-0

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